/* This file is part of the TDE games library Copyright (C) 2003 Andreas Beckermann (b_mann@gmx.de) Copyright (C) 2003 Martin Heni (martin@heni-online.de) This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License version 2 as published by the Free Software Foundation. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; see the file COPYING.LIB. If not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ /* $Id$ */ #ifndef __KGAMESEQUENCE_H_ #define __KGAMESEQUENCE_H_ #include class KPlayer; class KGame; /** * This class takes care of round or move management as well of the gameover * condition. It is especially used for round based games. For these games @ref * nextPlayer and @ref checkGameOver are the most important methods. * * You can subclass KGameSequence and use @ref KGame::setGameSequence to use * your own rules. Note that @ref KGame will take ownership and therefore will * delete the object on destruction. * @short Round/move management class * @author Andreas Beckermann **/ class KGameSequence : public TQObject { Q_OBJECT public: KGameSequence(); virtual ~KGameSequence(); /** * Select the next player in a turn based game. In an asynchronous game this * function has no meaning. Overwrite this function for your own game sequence. * Per default it selects the next player in the playerList */ virtual KPlayer* nextPlayer(KPlayer *last, bool exclusive = true); virtual void setCurrentPlayer(KPlayer* p); /** * @return The @ref KGame object this sequence is for, or NULL if none. **/ KGame* game() const { return mGame; } KPlayer* currentPlayer() const { return mCurrentPlayer; } /** * Set the @ref KGame object for this sequence. This is called * automatically by @ref KGame::setGameSequence and you should not call * it. **/ void setGame(KGame* game); /** * Check whether the game is over. The default implementation always * returns 0. * * @param player the player who made the last move * @return anything else but 0 is considered as game over **/ virtual int checkGameOver(KPlayer *player); private: KGame* mGame; KPlayer* mCurrentPlayer; }; #endif